//=================================1879行======================
if (Mat.MATERIAL_SHADINGMODEL_EYE)
{
    SetStandardGBufferSlots(Slots, bWriteEmissive, bHasTangent, bHasVelocity, bWritesVelocity, bHasStaticLighting, bIsSubstrateMaterial);
    Slots[GBS_CustomData] = GetGBufferSlotUsage(bUseCustomData);
}

//着色模型添加-开始
if (Mat.MATERIAL_SHADINGMODEL_MY_TOON_DEFAULT)
{
    SetStandardGBufferSlots(Slots, bWriteEmissive, bHasTangent, bHasVelocity, bWritesVelocity, bHasStaticLighting, bIsSubstrateMaterial);
    Slots[GBS_CustomData] = GetGBufferSlotUsage(bUseCustomData);
}
if (Mat.MATERIAL_SHADINGMODEL_MY_TOON_FACE)
{
    SetStandardGBufferSlots(Slots, bWriteEmissive, bHasTangent, bHasVelocity, bWritesVelocity, bHasStaticLighting, bIsSubstrateMaterial);
    Slots[GBS_CustomData] = GetGBufferSlotUsage(bUseCustomData);
}
if (Mat.MATERIAL_SHADINGMODEL_MY_TOON_HAIR)
{
    SetStandardGBufferSlots(Slots, bWriteEmissive, bHasTangent, bHasVelocity, bWritesVelocity, bHasStaticLighting, bIsSubstrateMaterial);
    Slots[GBS_CustomData] = GetGBufferSlotUsage(bUseCustomData);
}
//结束

if (Mat.MATERIAL_SHADINGMODEL_SINGLELAYERWATER)
{
    // single layer water uses standard slots
    SetStandardGBufferSlots(Slots, bWriteEmissive, bHasTangent, bHasVelocity, bWritesVelocity, bHasStaticLighting, bIsSubstrateMaterial);
    if (Mat.SINGLE_LAYER_WATER_SEPARATED_MAIN_LIGHT)
    {
        Slots[GBS_SeparatedMainDirLight] = EGBufferSlotUsage::Written;
    }
}

//==============================================109行========================

template<typename EnvironmentType>
void ApplyFetchEnvironmentInternal(FShaderMaterialPropertyDefines& SrcDefines, const EnvironmentType& Environment)
{

	//着色模型添加-开始
	FETCH_COMPILE_BOOL(MATERIAL_SHADINGMODEL_MY_TOON_DEFAULT);
	FETCH_COMPILE_BOOL(MATERIAL_SHADINGMODEL_MY_TOON_FACE);
	FETCH_COMPILE_BOOL(MATERIAL_SHADINGMODEL_MY_TOON_HAIR);
	//结束

	FETCH_COMPILE_BOOL(MATERIAL_ENABLE_TRANSLUCENCY_FOGGING);
	FETCH_COMPILE_BOOL(MATERIALBLENDING_ANY_TRANSLUCENT);
	FETCH_COMPILE_BOOL(MATERIAL_USES_SCENE_COLOR_COPY);
	FETCH_COMPILE_BOOL(MATERIALBLENDING_MASKED_USING_COVERAGE);